Ok I have a small problem with this. Knowing that I begin to agree that it will take WAY too long to advance to the next tier, should Blizzard not do anything to change the rate of gear acquisition in LFR. I'm in almost BiS LFR/Valor gear and I am barely 487. Just the valor gear alone that I have would take 6-8 weeks to get because of the Valor cap.

If Blizzard is going to stick to the "progression" style of raiding, where new players are expected to use LFR to catch up to the current Tier, then they need to make it faster to reach the level required to enter the next Tier's LFR. 2-4 weeks for a new player to catch up is ok. Being stuck in a prior Tier for 6-10 weeks is too long.

All this complaining is simply further proof that Blizzard could send each and every player a real-life wish-granting flying unicorn carrying a solid gold plate of chocolate chip cookies wrapped in hundred dollar bills, and someone would whine that Blizzard sucks for not letting them choose oatmeal raisin.

Originally Posted by DeadmanWalking

If your guild demands you slip into an elephants butt and force yourself out in a regurgation then you can't blame Blizzard for supplying the elephant.

If you decide to quit a battle, EVERY PET on your team loses a part of its HP. So if you restart the battle, all of them start hurt. Make it so the times when the pet that start the battle on the NPC's side will lead you to a sure defeat 4 or 5 times, before you get the right starting pet, and you will have the formula of being forced to heal you pets constantly or fight just to lose.

To be fair, I've seen people who were ~485 item level that only did LFR. 5.0 VP rewards are 489, the 5.1 ones are 496, and I assume the newer ones will be 502+ (or whatever the current tier's item level will be). In addition to being able to upgrade gear, I can see a person being able to reach 486 without stepping foot into a "real" raid.

That being said, they may lower the requirement the same way they did with heroics early on and with initial LFR (I recall LFR requirement being higher in Beta).

If you decide to quit a battle, EVERY PET on your team loses a part of its HP. So if you restart the battle, all of them start hurt. Make it so the times when the pet that start the battle on the NPC's side will lead you to a sure defeat 4 or 5 times, before you get the right starting pet, and you will have the formula of being forced to heal you pets constantly or fight just to lose.

YAY, so much fun!!!!!

Okay, that's superdumb. >.<
The fact that people were restarting pet battles till they got the right combination should've told the devs something. Namely, that not knowing which pet you're going to fight first is a massive pain. Pet battles are all about playing rock-paper-scissors, they're not skill-based scenarios where a randomised pet order adds a compelling element of challenge. Random pet orders in the hardest battles are just going to mean you lose because RNG arbitrarily decided your strategy isn't going to work this time.

Blargh. I hope they revert it. The solution to this problem was to cut out the thing that annoyed players in the first place, not to punish players for trying to get around it.